7 stable releases
new 1.0.6 | Feb 14, 2025 |
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1.0.5 | Feb 4, 2025 |
1.0.4 | Jan 25, 2025 |
1.0.0 | Nov 23, 2024 |
#259 in Rendering
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Used in 2 crates
62KB
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SLoC
Vectors and quaternions, and matrices for general purposes, and computer graphics.
Vector, matrix, and quaternion data structures and operations. Uses f32 or f64 based types.
Example use cases:
- Computer graphics
- Biomechanics
- Robotics and unmanned aerial vehicles.
- Structural chemistry and biochemistry
- Cosmology modeling
- Various scientific and engineering applications
- Aircraft attitude systems and autopilots
Vector and Quaternion types are copy.
For Compatibility with no_std tgts, e.g. embedded. Use the no_std
feature. This feature ommits std::fmt::Display
implementations. For computer-graphics
functionality (e.g. specialty matrix constructors, and [de]serialization to byte arrays for passing to and from GPUs), use the computer_graphics
For bincode binary encoding and decoding, use the encode
feature.
Do not run cargo fmt
on this code base; the macro used to prevent duplication of code between f32
and f64` mules causes undesirable behavior.
For information on practical quaternion operations: Quaternions: A practical guide
The From
trait is implemented for most types, for converting between f32
and f64
variants using the into()
syntax.
See the official documention (Linked above) for details. Below is a brief, impractical syntax overview:
use core::f32::consts::TAU;
use lin_alg::f32::{Vec3, Quaternion};
fn main() {
let _ = Vec3::new_zero();
let a = Vec3::new(1., 1., 1.);
let b = Vec3::new(0., -1., 10.);
let c = a + b;
let mut d = a.dot(b);
d.normalize();
let e = c.to_normalized();
a.magnitude();
let f = a.cross(b);
let g = Quaternion::from_unit_vecs(d, e);
let h = g.inverse();
let k = Quaternion::new_identity();
let l = k.rotate_vec(c);
l.magnitude();
let quaternion = Quaternion::from_axis_angle(Vec3::new(1., 0., 0.), TAU / 16.);
}
Dependencies
~92–270KB